Comments (6)
Looks like an issue with sdl2_mixer
Homebrew package. Native MIDI backend seems to be disabled (I have no idea what the reason is), FluidSynth MIDI backend is enabled, but it requires sound fonts that have not been installed by fheroes2
package. Try to manually copy files/soundfonts/fheroes2.sf3
from the source package to ~/.fheroes2/files/soundfonts
.
from fheroes2.
It works, thank you.
Though, I think it's still a good idea to fix it in the brew formula or in the code itself.
from fheroes2.
Though, I think it's still a good idea to fix it in the brew formula or in the code itself.
There is nothing to fix in our code in this case. As for the brew formula, I do not know who is its regular maintainer. Personally, I don't use Homebrew, but MacPorts. In MacPorts, on the contrary, FluidSynth backend is disabled and native macOS MIDI is enabled, i.e. no soundfonts are required.
from fheroes2.
Well, it still might be a good idea to show a user-friendly error message.
from fheroes2.
Well, it still might be a good idea to show a user-friendly error message.
This error comes from SDL as a string. It doesn't make much sense to show this error in the game UI as is, because an average user, most likely, still won't understand what this means and what needs to be done, it's just going to be some kind of another incomprehensible "blablabla" error message for him. Also there is no point in trying to parse this error string somehow, because its wording is not a part of the API contract - this string can be changed, translated/localized, and so on at any time. Moreover, even though errors of this kind are returned by SDL, they can be originated from some 3-rd party library. Errors of this kind are logged and user can contact our team or package maintainer for help if something really doesn't work for him (e.g. he can't hear the MIDI music, like in your case).
from fheroes2.
This issue is outside our project and must be fixed in Homebrew package itself, which is not maintained by the core team.
from fheroes2.
Related Issues (20)
- Capitulation logic HOT 2
- Battle: Improve attack strategy to loose less troops HOT 1
- Battle: computer is rushing and loosing units HOT 1
- Battle: if we definetely loose, then try to kill as much units, as we can
- I suggest new feature - rating of the map HOT 1
- Castle screen, scroll bar becomes too tiny for a sizeable trade
- High scores screen, the default name can be too long to fit the list HOT 4
- Castle info field is too large and shifted HOT 1
- Show creature info for the editor dialog
- Combat, AI behavior, AI shooters tend to spread their shots over different troops (1.1.0 8733)
- [Scenario Editor] Graveyard is in the wrong category HOT 2
- AI doesn't take into an account Troll's regenerative abilities
- Adventure map, sometimes the hero's movement animation is stopped when he enters the stone liths HOT 1
- Combat screen, giant's sprite is displayed on top of the crusader troop's creature count indicator
- Adventure map, optimize the hero's path, taking into account the destination reached on the next turn
- Adventure map, optimize AI behavior of heroes during movement (1.1.0 8733)
- Combat screen, cyclops corpse sprite is displayed on top of the crusader troop's creature count indicator
- Combat screen, Ballista info window, take into account the captain/hero's attack for the displayed attack value of archers
- Combat screen, Ballista info window, the movement penalty for troops in the moat is not currently active
- Game crash during AI turn on failed assertion on _pathStart HOT 4
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